Video summary
Everything You Need To Know About Board Game Design
Main summary
Key takeaways
Main ideas / lessons conveyed
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Who the speaker is & why the channel exists
- Adam Porter is a UK-based game designer whose published games include ZingZang (released at Essen Spiel via Brain Games) and earlier titles (Big Bazaar, Doodle Rush, Picoko, Throne, Compramat, Quassel, Zuligans).
- He explains that he has documented his entire journey into professional board game design on this YouTube channel.
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The video’s purpose
- Acts as a “signpost”: it points viewers to other videos that answer most questions about the board game design process and industry workflow.
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Key stages of the board game design and publishing journey (themes repeatedly emphasized)
- Pitching publishers (process, materials, choosing publishers, meeting strategy, and relationship-building)
- Protecting your idea (copyright/patents/trademarks; “don’t worry too much” with nuance)
- Prototyping and getting started (inspiration, rapid prototyping, play testing)
- Play testing methodology (progression from solo to blind tests; not necessarily “hundreds”)
- Rule writing (clear, concise, compelling rulebooks)
- Publishing choices (traditional publisher vs self-publishing/crowdfunding)
- Product design and market fit (hooks; hooks vs novelty; iteration; positioning early)
- Learning from failure & audience fit (a game “bombed” due to not considering audience)
- Exploring game mechanisms and using analysis of prior games to find market gaps and new twists
Methodologies / instruction-like content (detailed bullet points)
Play testing progression (from least to most rigorous)
Adam describes play testing as a staged process:
- Start with solo tests
- Test on scraps of paper (early, fast, concept-level checks).
- Next: tests with family and friends
- Gather feedback from people you know.
- Then: tests with a wider pool of strangers
- Ideally include other designers for more informed critique.
- Finish: blind tests
- Conduct tests without the designer present.
Rethinking the “hundreds of play tests” rule
- The common advice “run hundreds of play tests” is described as:
- Often unrealistic
- Sometimes unnecessary
- Potentially overwhelming for new designers
- He points to a video that provides context and guidance on “how many play tests is enough.”
Publisher pitching workflow (a practical approach mentioned)
Adam outlines a repeatable pitching preparation method for Essen Spiel:
- Scheduling
- He requests meetings shortly before Essen Spiel and arranges them in advance.
- Scale
- This year he scheduled 30 meetings.
- Pitch package
- Include:
- A sell sheet (single page with brief game info)
- A 2-minute sizzle reel (promotional gameplay basics video)
- Include:
- Follow-through
- The goal is to secure meetings and then use the meeting time to sell the concept.
Pitch meeting constraint and strategy (high-level)
- Meetings are typically 30 minutes or less.
- He provides further guidance by pointing to his pitching-focused videos:
- “Pitch Perfect” (process and approach)
- “How Not to Pitch, don’t be this guy” (common errors, illustrated by a sketch)
Notable concepts emphasized
- Pitching as an experience you can learn from
- He discusses candid “video diary” style recordings of pitching as a newcomer.
- Idea protection has nuance
- General guidance: don’t over-worry, because sharing prototypes has benefits—while also acknowledging the legal/practical complexities.
- Design thinking and product design
- Later work on the channel focuses on intended audience earlier in the process, described as the core of design thinking.
- Hooks and market positioning
- In a crowded market, the “single most important aspect” is creating a strong hook.
- He contrasts:
- innovation-as-everything vs.
- gradual iteration to build familiarity (lowering barriers for players)
- He also stresses positioning early so projects don’t get ignored.
- Audience-first design (failure lesson)
- He describes a difficult-to-make video where a game “bombed” because he didn’t consider the audience.
Speakers / sources featured (identified in the subtitles)
- Adam Porter (primary speaker; UK game designer and YouTuber)
- Rob Fisher (named as Adam’s friend and collaborator; co-discussed collaboration approach)
- Brain Games (publisher; associated with ZingZang release at Essen Spiel)
- Essen Spiel (convention mentioned; venue for meetings and release context)
- The Happy Puzzle Company (publisher/company associated with titles)
- Game Found (crowdfunding platform mentioned)
- Kickstarter (crowdfunding platform mentioned)
- UK Games Expo (event mentioned where viewers met him)
- Parable for Game Designers (conference/talk mentioned as a source of a talk)
- Game titles referenced (not speakers)
- The Genius Gems, Compramat, Quassel, ZingZang, Big Bazaar, Doodle Rush, Picoko, Throne, Zuligans, Quzzle, Zogglagons